Cirno2022/script/sample/SampleRC03_HLSL.txt

109 lines
3.5 KiB
Plaintext
Raw Normal View History

sampler samp0_ : register(s0);
//The following semantic-linked global variables are provided by the engine.
// WORLD (float4x4)
// The camera matrix. This can be ignored when the particle lists are not intended to be billboarded.
// VIEW (float4x4)
// The view matrix. Used to transform world coordinates to camera coordinates.
// PROJECTION (float4x4)
// The projection matrix. Used to transform camera coordinates to device coordinates.
// FOGENABLE (bool)
// A boolean indicating whether fog was enabled for the particle list object.
// FOGCOLOR (float4)
// The color of the fog set with SetFogParam. The packing format is (r, g, b, a).
// FOGDIST (float2)
// The ranges of the fog set with SetFogParam. The packing format is (fog start, fog end).
float4x4 g_mCamera : WORLD : register(c0);
float4x4 g_mView : VIEW : register(c4);
float4x4 g_mProj : PROJECTION : register(c8);
bool g_bUseFog : FOGENABLE : register(b0) = false;
float4 g_vFogColor : FOGCOLOR : register(c12) = float4(0.0f, 0.0f, 0.0f, 0.0f);
float2 g_vFogDist : FOGDIST : register(c13) = float2(0.0f, 256.0f);
struct VS_INPUT {
//Vertex data
float4 position : POSITION;
float4 diffuse : COLOR0;
float2 texCoord : TEXCOORD0;
//Instance data
float4 i_color : COLOR1;
float4 i_xyz_pos_x_scale : TEXCOORD1; //Pack: (x pos, y pos, z pos, x scale)
float4 i_yz_scale_xy_ang : TEXCOORD2; //Pack: (y scale, z scale, x angle, y angle)
float4 i_z_ang_extra : TEXCOORD3; //Pack: (z angle, extra 1, extra 2, extra 3)
};
struct PS_INPUT {
float4 position : POSITION;
float4 diffuse : COLOR0;
float2 texCoord : TEXCOORD0;
float fogBlend : FOG;
};
PS_INPUT mainVS(VS_INPUT inVs) {
PS_INPUT outVs;
float3 t_scale = float3(inVs.i_xyz_pos_x_scale.w, inVs.i_yz_scale_xy_ang.xy);
float2 ax = float2(sin(inVs.i_yz_scale_xy_ang.z), cos(inVs.i_yz_scale_xy_ang.z));
float2 ay = float2(sin(inVs.i_yz_scale_xy_ang.w), cos(inVs.i_yz_scale_xy_ang.w));
float2 az = float2(sin(inVs.i_z_ang_extra.x), cos(inVs.i_z_ang_extra.x));
//Creates the transformation matrix.
//Calculate positions later after transformation with g_mCamera. Necessary for billboarded sprites to render correctly.
float4x4 matInstance = float4x4(
float4(
t_scale.x * (ay.y * az.y - ax.x * ay.x * az.x),
t_scale.x * (-ax.y * az.x),
t_scale.x * (ay.x * az.y + ax.x * ay.y * az.x),
0
),
float4(
t_scale.y * (ay.y * az.x + ax.x * ay.x * az.y),
t_scale.y * (ax.y * az.y),
t_scale.y * (ay.x * az.x - ax.x * ay.y * az.y),
0
),
float4(
t_scale.z * (-ax.y * ay.x),
t_scale.z * (ax.x),
t_scale.z * (ax.y * ay.y),
0
),
float4(0, 0, 0, 1)
);
outVs.diffuse = inVs.diffuse * inVs.i_color;
outVs.texCoord = inVs.texCoord;
outVs.position = mul(inVs.position, matInstance);
outVs.position = mul(outVs.position, g_mCamera);
//After billboarding has been accounted for, add the instance positions.
outVs.position.xyz += inVs.i_xyz_pos_x_scale.xyz;
outVs.position = mul(outVs.position, g_mView);
//Compute fog while the position is in camera space.
if (g_bUseFog)
outVs.fogBlend = saturate((g_vFogDist.y - outVs.position.z) / (g_vFogDist.y - g_vFogDist.x));
outVs.position = mul(outVs.position, g_mProj);
return outVs;
}
float4 mainPS(PS_INPUT inPs) : COLOR0 {
float4 color = tex2D(samp0_, inPs.texCoord);
if (g_bUseFog)
color.rgb = lerp(g_vFogColor.rgb, color.rgb, inPs.fogBlend);
return (color * inPs.diffuse);
}
technique Render {
pass P0 {
VertexShader = compile vs_3_0 mainVS();
PixelShader = compile ps_3_0 mainPS();
}
}